Monk
Base Class: Monk

The shotgun fist, a lost and risky style, not many of the way of the shotgun fist live too long to tell their tale due to the risky fighting style, the art mixes arcana, gunsmithy and ones own biology 

the gauntlet

Starting when you choose this tradition at 3rd level, you learn how to tinker with both gunsmithing and your own anatomy fusing flesh and steal to create a gauntlet like weapon with multiple attached barrels that you fuel ki through to ignite gunpowder this gauntlet can look however you want but out of combat syncs back secretly into a hidden style of choice, be it a bracelet, glove, or built into your arm you crazy ****. This gauntlet has the concealed and hidden property and can not be forcefully removed from your person through these gauntlets your unarmed strikes are enhanced, when attacking with the gauntlet on a natural 1 it breaks and must be repaired, your gauntlet can be repaired by a dc 10 tinkers tool check or recreated, over a long rest. once per turn when making an unarmed strike you may do one of the following:

  • target must succeed on a Dexterity saving throw or be knocked prone.
  • target must make a Strength saving throw. If it fails, you can push it up to 15 feet away from you.
  • deal an additional martial art die of damage 

tinker proficiency

you are now proficient in tinker's tools if you were not before

Fire arm proficency

Tho the shotgun monk dose not usually use a second type of gun besides thier built in one they can and are trained to

Medical savant

You have studied biology for numerous years to perfect your craft through this you have become quite proficient in the medical feild, you gain proficency in the medicine skill if already proficency you gain expertise in the skill (you must manually do this)

the infusion prosess

over a long rest you may infuse a ranged based magic weapon, wand or scroll that you own's property into the gauntlet (Ie +1 bow, wand of magic missile etc. Special effects such as the two bird sling slow you to apply it's effect to the punch) and apply its effect to the gauntlet with a dc 15 tinkers check turning the item inert, if you fail nothing happens and you must try again during the next rest, you may only have a number of infused items in your gauntlet equal to your prof bonus at a time, if you infuse a new property and all slots are full, one must be lost. 

If multiple + weapons are added the highest + for damage and to hit is used.

You must use a bonus action to change curent wand, scroll or item feature in effect scrolls used this way are still single use unless specified otherwise 

Parlor trick

Starting at lv6: When makeing an unarmed strike once per turn you may spend a ki point and additionally use the effect of a stored wand or scroll. At 14th lv you may use this feature to activate any number of stored wands or scrolls 

launched shot

At 6th level, you gain the ability to launch your strikes you make unarmed strikes up to 15 feet away (these strikes count as ranged attacks), you may also spend a number of ki to increase range by 15feet per point spent.

additionally, when using the deflect missel feature you no longer must spend ki to throw it back instead you may:

  • spend a ki point to add your martial arts die to the thrown missile
  • spend a ki point to gain any number of extra reactions to only use deflect missile 

gunpowder trance

Beginning at 11th level,

as a bonus action you enter a special meditation a number of times per day equal to half your proficiency modifier or at the cost of 2 ki points after all free uses are used. Once in trance you are surrounded you with a 15-foot sphere aura of gunpowder centered on you,

 well in this trance you may boost both you and your ally's offensive capabilities, when a hostile creature within your aura takes damage, you may cause them to take an additional dice of damage equal to your marital arts die fire damage as a reaction

additionally, if an ally is to make a save or check within the aura you may use a reaction to grant an advantage to the ally.

you may spend a ki point to buy any number of additional reactions to only use this feature.

you fall out of your trance if you fail to make an attack or are not attacked by the start of your next turn

the internal time bomb

At 17th level, you gain the ability to create a lethal explosion in someone’s body. When you hit a creature with an unarmed strike, you can spend 3 ki points to start plant a ki bomb in the target which last for a number of days equal to your monk level. The bomb is harmless unless you use your action to detonate it. To do so, you and the target must be on the same plane of existence. When you use this action, the creature must make a constitution saving throw. If it fails, it is reduced to 0 hit points. If it succeeds, it takes 10d10 fire damage. any creature within 20 feet of the creature once detonated must make a dex save on a fail they take 10d10 or half as much on a pass.

You can have only one creature under the effect of this feature at a time. You can choose to disarm the bomb at any range harmlessly without using an action.

Previous Versions

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